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Virtual Worlds, Real Leaders: - IBM

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It’s the classic nurture versus nature debate.<br />

Are leaders born or are they made? There are compelling<br />

arguments to be made for both. But even the most die<br />

hard behaviorists would likely agree that by the time an<br />

individual reaches adolescence, leadership potential<br />

is either there, or it’s not.<br />

However a close look at leadership in online games tells<br />

a different story. Using massively multiplayer online games as<br />

a template, it can be argued that leadership is as much a<br />

by-product of environment as it is intrinsic.<br />

<strong>Leaders</strong>hip happens quickly and easily in online games,<br />

often undertaken by otherwise reserved players, who surprise<br />

even themselves with their capabilities (see The Need to<br />

Lead, page 18). There is no reason to think that the same<br />

cannot be done in corporate settings of various sizes,<br />

missions, and markets.<br />

However, this is not to say that every person within an<br />

organization can and should lead, but simply that if given<br />

the right tools in the right circumstance, leadership can<br />

emerge. And in working environments that are increasingly<br />

project-oriented, more leaders could yield better effi ciency.<br />

Three of every four players<br />

surveyed in the <strong>IBM</strong> study <strong>Leaders</strong>hip happens quickly and<br />

believe that the techniques easily in online games, often<br />

and approaches found in undertaken by otherwise reserved<br />

online games could enhance players, who surprise even<br />

their leadership effective-<br />

themselves with their capabilities.<br />

ness in the workplace.<br />

So what is it about these gaming environments that<br />

make leaders out of lemmings? For starters, there are many<br />

opportunities to lead. Online games are very iterative.<br />

GIO 2.0 Report<br />

13

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